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Comparing deliantra/server/server/player.C (file contents):
Revision 1.93 by root, Mon Jan 8 14:11:05 2007 UTC vs.
Revision 1.116 by root, Sun Apr 29 03:44:36 2007 UTC

116 116
117 news[0] = '\0'; 117 news[0] = '\0';
118 subject[0] = '\0'; 118 subject[0] = '\0';
119 size = 0; 119 size = 0;
120 120
121 while (fgets (buf, MAX_BUF, fp) != NULL) 121 while (fgets (buf, MAX_BUF, fp))
122 { 122 {
123 if (*buf == '#') 123 if (*buf == '#')
124 continue; 124 continue;
125 125
126 if (*buf == '%') 126 if (*buf == '%')
127 { /* send one news */ 127 { /* send one news */
128 if (size > 0) 128 if (size > 0)
129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", "%s\n%s", subject, news); /*send previously read news */ 129 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s", (char *)"%s\n%s", subject, news); /*send previously read news */
130 130
131 strcpy (subject, buf + 1); 131 strcpy (subject, buf + 1);
132 strip_endline (subject); 132 strip_endline (subject);
133 size = 0; 133 size = 0;
134 news[0] = '\0'; 134 news[0] = '\0';
144 size += strlen (buf); 144 size += strlen (buf);
145 } 145 }
146 } 146 }
147 147
148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op, 148 draw_ext_info_format (NDI_UNIQUE | NDI_GREEN, 0, op,
149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", "%s\n%s", subject, news); 149 MSG_TYPE_ADMIN, MSG_TYPE_ADMIN_NEWS, "INFORMATION: %s\n%s\n", (char *)"%s\n%s", subject, news);
150 close_and_delete (fp, comp); 150 close_and_delete (fp, comp);
151} 151}
152 152
153/* This loads the first map an puts the player on it. */ 153/* This loads the first map an puts the player on it. */
154static void 154static void
194 return; 194 return;
195 195
196 terminate_all_pets (ob); 196 terminate_all_pets (ob);
197 remove_friendly_object (ob); 197 remove_friendly_object (ob);
198 ob->deactivate_recursive (); 198 ob->deactivate_recursive ();
199
200 if (ob->map)
201 maplevel = ob->map->path;
202
199 ob->remove (); 203 ob->remove ();
200 ob->map = 0; 204 ob->map = 0;
205 party = 0;
201 206
202 // for weird reasons, this is often "ob", keeping a circular reference 207 // for weird reasons, this is often "ob", keeping a circular reference
203 ranges [range_skill] = 0; 208 ranges [range_skill] = 0;
204 209
205 players.erase (this); 210 players.erase (this);
211player::connect (client *ns) 216player::connect (client *ns)
212{ 217{
213 this->ns = ns; 218 this->ns = ns;
214 ns->pl = this; 219 ns->pl = this;
215 220
221 run_on = 0;
222 fire_on = 0;
223 ob->close_container (); //TODO: client-specific
224
216 ns->update_look = 0; 225 ns->update_look = 0;
217 ns->look_position = 0; 226 ns->look_position = 0;
218 227
219 clear_los (ob); 228 clear_los (ob);
220 229
221//TODO: must move into client 230 ns->reset_stats ();
222/* we need to clear these to -1 and not zero - otherwise,
223 * if a player quits and starts a new character, we wont
224 * send new values to the client, as things like exp start
225 * at zero.
226 */
227for (int i = 0; i < NUM_SKILLS; i++)
228 last_skill_exp[i] = -1;
229
230for (int i = 0; i < NROFATTACKS; i++)
231 last_resist[i] = -1;
232
233last_weapon_sp = -1;
234last_level = -1;
235last_stats.exp = -1;
236last_weight = (uint32) - 1;
237last_flags = 0;
238last_weight = 0;
239last_weight_limit = 0;
240last_path_attuned = 0;
241last_path_repelled = 0;
242last_path_denied = 0;
243last_speed = 0;
244run_on = 0;
245fire_on = 0;
246memset (&last_stats, 0, sizeof (living)); //TODO dirty
247 231
248 /* make sure he's a player -- needed because of class change. */ 232 /* make sure he's a player -- needed because of class change. */
249 ob->type = PLAYER; // we are paranoid 233 ob->type = PLAYER; // we are paranoid
250 ob->race = ob->arch->clone.race; 234 ob->race = ob->arch->clone.race;
251 235
256 link_player_skills (ob); 240 link_player_skills (ob);
257 241
258 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER); 242 CLEAR_FLAG (ob, FLAG_NO_FIX_PLAYER);
259 243
260 assign (title, ob->arch->clone.name); 244 assign (title, ob->arch->clone.name);
261
262 /* can_use_shield is a new flag. However, the can_use.. seems to largely come
263 * from the class, and not race. I don't see any way to get the class information
264 * to then update this. I don't think this will actually break anything - anyone
265 * that can use armour should be able to use a shield. What this may 'break'
266 * are features new characters get, eg, if someone starts up with a Q, they
267 * should be able to use a shield. However, old Q's won't get that advantage.
268 */
269 if (QUERY_FLAG (ob, FLAG_USE_ARMOUR))
270 SET_FLAG (ob, FLAG_USE_SHIELD);
271 245
272 /* if it's a dragon player, set the correct title here */ 246 /* if it's a dragon player, set the correct title here */
273 if (is_dragon_pl (ob)) 247 if (is_dragon_pl (ob))
274 { 248 {
275 object *tmp, *abil = 0, *skin = 0; 249 object *tmp, *abil = 0, *skin = 0;
315 if (active) 289 if (active)
316 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0)); 290 INVOKE_PLAYER (LOGOUT, this, ARG_INT (0));
317 291
318 INVOKE_PLAYER (DISCONNECT, this); 292 INVOKE_PLAYER (DISCONNECT, this);
319 293
294 ns->reset_stats ();
320 ns->pl = 0; 295 ns->pl = 0;
321 this->ns = 0; 296 ns = 0;
322 } 297 }
298
299 if (ob)
300 ob->close_container (); //TODO: client-specific
323 301
324 deactivate (); 302 deactivate ();
325} 303}
326 304
327// the need for this function can be explained 305// the need for this function can be explained
328// by load_object not returning the object 306// by load_object not returning the object
329void 307void
330player::set_object (object *op) 308player::set_object (object *op)
331{ 309{
332 ob = op; 310 ob = op;
333 ob->contr = this; /* this aren't yet in archetype */ 311 ob->contr = this; /* this aren't yet in archetype */
334 312
335 ob->speed_left = 0.5; 313 ob->speed_left = 0.5;
336 ob->speed = 1.0; 314 ob->speed = 1.0;
337 ob->direction = 5; /* So player faces south */ 315 ob->direction = 5; /* So player faces south */
338 ob->stats.wc = 2;
339 ob->run_away = 25; /* Then we panick... */
340
341 ob->roll_stats ();
342} 316}
343 317
344player::player () 318player::player ()
345{ 319{
346 /* There are some elements we want initialised to non zero value - 320 /* There are some elements we want initialised to non zero value -
347 * we deal with that below this point. 321 * we deal with that below this point.
348 */ 322 */
349 outputs_sync = 16; /* Every 2 seconds */ 323 outputs_sync = 4;
350 outputs_count = 8; /* Keeps present behaviour */ 324 outputs_count = 4;
351 unapply = unapply_nochoice; 325 unapply = unapply_nochoice;
352 326
353 savebed_map = first_map_path; /* Init. respawn position */ 327 savebed_map = first_map_path; /* Init. respawn position */
354 328
355 gen_sp_armour = 10; 329 gen_sp_armour = 10;
356 last_speed = -1;
357 shoottype = range_none; 330 shoottype = range_none;
358 bowtype = bow_normal; 331 bowtype = bow_normal;
359 petmode = pet_normal; 332 petmode = pet_normal;
360 listening = 10; 333 listening = 10;
361 usekeys = containers; 334 usekeys = containers;
362 last_weapon_sp = -1;
363 peaceful = 1; /* default peaceful */ 335 peaceful = 1; /* default peaceful */
364 do_los = 1; 336 do_los = 1;
365} 337}
366 338
367void 339void
392player::create () 364player::create ()
393{ 365{
394 player *pl = new player; 366 player *pl = new player;
395 367
396 pl->set_object (arch_to_object (get_player_archetype (0))); 368 pl->set_object (arch_to_object (get_player_archetype (0)));
369
370 pl->ob->roll_stats ();
371 pl->ob->stats.wc = 2;
372 pl->ob->run_away = 25; /* Then we panick... */
373
397 set_first_map (pl->ob); 374 set_first_map (pl->ob);
398 375
399 return pl; 376 return pl;
400} 377}
401 378
547 x = mon->x; 524 x = mon->x;
548 y = mon->y; 525 y = mon->y;
549 m = mon->map; 526 m = mon->map;
550 dir = rv.direction; 527 dir = rv.direction;
551 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */ 528 lastdir = firstdir = rv.direction; /* perhaps we stand next to pl, init firstdir too */
552 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 529 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
530
553 /* If we can't solve it within the search distance, return now. */ 531 /* If we can't solve it within the search distance, return now. */
554 if (diff > max) 532 if (diff > max)
555 return 0; 533 return 0;
534
556 while (diff > 1 && max > 0) 535 while (diff > 1 && max > 0)
557 { 536 {
558 lastx = x; 537 lastx = x;
559 lasty = y; 538 lasty = y;
560 lastmap = m; 539 lastmap = m;
642 max--; 621 max--;
643 lastdir = dir; 622 lastdir = dir;
644 if (!firstdir) 623 if (!firstdir)
645 firstdir = dir; 624 firstdir = dir;
646 } 625 }
626
647 if (diff <= 1) 627 if (diff <= 1)
648 { 628 {
649 /* Recalculate diff (distance) because we may not have actually 629 /* Recalculate diff (distance) because we may not have actually
650 * headed toward player for entire distance. 630 * headed toward player for entire distance.
651 */ 631 */
652 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0); 632 get_rangevector_from_mapcoord (m, x, y, pl, &rv, 0);
653 diff = FABS (rv.distance_x) > FABS (rv.distance_y) ? FABS (rv.distance_x) : FABS (rv.distance_y); 633 diff = ::max (abs (rv.distance_x), abs (rv.distance_y));
654 } 634 }
635
655 if (diff > max) 636 if (diff > max)
656 return 0; 637 return 0;
657 } 638 }
639
658 /* If we reached the max, didn't find a direction in time */ 640 /* If we reached the max, didn't find a direction in time */
659 if (!max) 641 if (!max)
660 return 0; 642 return 0;
661 643
662 return firstdir; 644 return firstdir;
776roll_stat (void) 758roll_stat (void)
777{ 759{
778 int a[4], i, j, k; 760 int a[4], i, j, k;
779 761
780 for (i = 0; i < 4; i++) 762 for (i = 0; i < 4; i++)
781 a[i] = (int) RANDOM () % 6 + 1; 763 a[i] = (int) rndm (6) + 1;
782 764
783 for (i = 0, j = 0, k = 7; i < 4; i++) 765 for (i = 0, j = 0, k = 7; i < 4; i++)
784 if (a[i] < k) 766 if (a[i] < k)
785 k = a[i], j = i; 767 k = a[i], j = i;
786 768
886 * appropriate action with it (change race, or other things). 868 * appropriate action with it (change race, or other things).
887 * The function name is for historical reasons - now we have 869 * The function name is for historical reasons - now we have
888 * separate race and class; this actually changes the RACE, 870 * separate race and class; this actually changes the RACE,
889 * not the class. 871 * not the class.
890 */ 872 */
891int 873void
892key_change_class (object *op, char key) 874player::chargen_race_done ()
893{ 875{
894 int tmp_loop;
895
896 if (key == 'd' || key == 'D')
897 {
898 char buf[MAX_BUF];
899
900 /* this must before then initial items are given */ 876 /* this must before then initial items are given */
901 esrv_new_player (op->contr, op->weight + op->carrying); 877 esrv_new_player (ob->contr, ob->weight + ob->carrying);
902 878
903 treasurelist *tl = find_treasurelist ("starting_wealth"); 879 treasurelist *tl = treasurelist::find ("starting_wealth");
904 if (tl) 880 if (tl)
905 create_treasure (tl, op, 0, 0, 0); 881 create_treasure (tl, ob, 0, 0, 0);
906 882
907 INVOKE_PLAYER (BIRTH, op->contr); 883 INVOKE_PLAYER (BIRTH, ob->contr);
908 INVOKE_PLAYER (LOGIN, op->contr); 884 INVOKE_PLAYER (LOGIN, ob->contr);
909 885
910 op->contr->ns->state = ST_PLAYING; 886 ob->contr->ns->state = ST_PLAYING;
911 887
912 if (op->msg) 888 if (ob->msg)
913 op->msg = NULL; 889 ob->msg = 0;
914 890
915 /* We create this now because some of the unique maps will need it 891 /* We create this now because some of the unique maps will need it
916 * to save here. 892 * to save here.
917 */ 893 */
894 {
895 char buf[MAX_BUF];
918 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &op->name); 896 sprintf (buf, "%s/%s/%s", settings.localdir, settings.playerdir, &ob->name);
919 make_path_to_file (buf); 897 make_path_to_file (buf);
898 }
920 899
921#ifdef AUTOSAVE
922 op->contr->last_save_tick = pticks;
923#endif
924 start_info (op); 900 start_info (ob);
925 CLEAR_FLAG (op, FLAG_WIZ); 901 CLEAR_FLAG (ob, FLAG_WIZ);
926 give_initial_items (op, op->randomitems); 902 give_initial_items (ob, ob->randomitems);
927 link_player_skills (op); 903 link_player_skills (ob);
928 esrv_send_inventory (op, op); 904 esrv_send_inventory (ob, ob);
929 op->update_stats (); 905 ob->update_stats ();
930 906
931 /* This moves the player to a different start map, if there 907 /* This moves the player to a different start map, if there
932 * is one for this race 908 * is one for this race
933 */ 909 */
934 if (*first_map_ext_path) 910 if (*first_map_ext_path)
935 { 911 {
936 object *tmp; 912 object *tmp;
937 char mapname[MAX_BUF]; 913 char mapname[MAX_BUF];
938 914
939 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &op->arch->name); 915 snprintf (mapname, MAX_BUF - 1, "%s/%s", &first_map_ext_path, &ob->arch->name);
940 tmp = object::create (); 916 tmp = object::create ();
941 EXIT_PATH (tmp) = mapname; 917 EXIT_PATH (tmp) = mapname;
942 EXIT_X (tmp) = op->x; 918 EXIT_X (tmp) = ob->x;
943 EXIT_Y (tmp) = op->y; 919 EXIT_Y (tmp) = ob->y;
944 op->enter_exit (tmp); /* we don't really care if it succeeded; 920 ob->enter_exit (tmp); /* we don't really care if it succeeded;
945 * if the map isn't there, then stay on the 921 * if the map isn't there, then stay on the
946 * default initial map */ 922 * default initial map */
947 tmp->destroy (); 923 tmp->destroy ();
948 } 924 }
949 else 925 else
950 LOG (llevDebug, "first_map_ext_path not set\n"); 926 LOG (llevDebug, "first_map_ext_path not set\n");
927}
951 928
952 return 0; 929void
953 } 930player::chargen_race_next ()
954 931{
955 /* Following actually changes the race - this is the default command 932 /* Following actually changes the race - this is the default command
956 * if we don't match with one of the options above. 933 * if we don't match with one of the options above.
957 */ 934 */
958 935
959 tmp_loop = 0; 936 do
960 while (!tmp_loop)
961 { 937 {
962 shstr name = op->name; 938 shstr name = ob->name;
963 int x = op->x, y = op->y; 939 int x = ob->x, y = ob->y;
964 940
965 op->remove_statbonus (); 941 ob->remove_statbonus ();
966 op->remove (); 942 ob->remove ();
967 op->arch = get_player_archetype (op->arch); 943 ob->arch = get_player_archetype (ob->arch);
968 op->arch->clone.copy_to (op); 944 ob->arch->clone.copy_to (ob);
969 op->instantiate (); 945 ob->instantiate ();
970 op->stats = op->contr->orig_stats; 946 ob->stats = ob->contr->orig_stats;
971 op->name = op->name_pl = name; 947 ob->name = ob->name_pl = name;
972 op->x = x; 948 ob->x = x;
973 op->y = y; 949 ob->y = y;
974 SET_ANIMATION (op, 2); /* So player faces south */ 950 SET_ANIMATION (ob, 2); /* So player faces south */
975 insert_ob_in_map (op, op->map, op, 0); 951 insert_ob_in_map (ob, ob->map, ob, 0);
976 assign (op->contr->title, op->arch->clone.name); 952 assign (ob->contr->title, ob->arch->clone.name);
977 op->add_statbonus (); 953 ob->add_statbonus ();
978 tmp_loop = allowed_class (op);
979 } 954 }
955 while (!allowed_class (ob));
980 956
981 update_object (op, UP_OBJ_FACE); 957 update_object (ob, UP_OBJ_FACE);
982 esrv_update_item (UPD_FACE, op, op); 958 esrv_update_item (UPD_FACE, ob, ob);
983 op->update_stats (); 959 ob->update_stats ();
984 op->stats.hp = op->stats.maxhp; 960 ob->stats.hp = ob->stats.maxhp;
985 op->stats.sp = op->stats.maxsp; 961 ob->stats.sp = ob->stats.maxsp;
986 op->stats.grace = 0; 962 ob->stats.grace = 0;
987
988 if (op->msg)
989 new_draw_info (NDI_BLUE, 0, op, op->msg);
990
991 send_query (op->contr->ns, CS_QUERY_SINGLECHAR, "Press any key for the next race.\nPress `d' to play this race.\n");
992 return 0;
993} 963}
994 964
995void 965void
996flee_player (object *op) 966flee_player (object *op)
997{ 967{
1054int 1024int
1055check_pick (object *op) 1025check_pick (object *op)
1056{ 1026{
1057 object *tmp, *next; 1027 object *tmp, *next;
1058 int stop = 0; 1028 int stop = 0;
1059 int j, k, wvratio; 1029 int wvratio;
1060 char putstring[128], tmpstr[16]; 1030 char putstring[128];
1061 1031
1062 /* if you're flying, you cna't pick up anything */ 1032 /* if you're flying, you cna't pick up anything */
1063 if (op->move_type & MOVE_FLYING) 1033 if (op->move_type & MOVE_FLYING)
1064 return 1; 1034 return 1;
1065 1035
1402 * found object is returned. 1372 * found object is returned.
1403 */ 1373 */
1404object * 1374object *
1405find_arrow (object *op, const char *type) 1375find_arrow (object *op, const char *type)
1406{ 1376{
1407 object *tmp = NULL; 1377 object *tmp = 0;
1408 1378
1409 for (op = op->inv; op; op = op->below) 1379 for (op = op->inv; op; op = op->below)
1410 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED)) 1380 if (!tmp && op->type == CONTAINER && op->race == type && QUERY_FLAG (op, FLAG_APPLIED))
1411 tmp = find_arrow (op, type); 1381 tmp = find_arrow (op, type);
1412 else if (op->type == ARROW && op->race == type) 1382 else if (op->type == ARROW && op->race == type)
1413 return op; 1383 return op;
1384
1414 return tmp; 1385 return tmp;
1415} 1386}
1416 1387
1417/* 1388/*
1418 * Similar to find_arrow, but looks for (roughly) the best arrow to use 1389 * Similar to find_arrow, but looks for (roughly) the best arrow to use
1419 * against the target. A full test is not performed, simply a basic test 1390 * against the target. A full test is not performed, simply a basic test
1420 * of resistances. The archer is making a quick guess at what he sees down 1391 * of resistances. The archer is making a quick guess at what he sees down
1421 * the hall. Failing that it does it's best to pick the highest plus arrow. 1392 * the hall. Failing that it does it's best to pick the highest plus arrow.
1422 */ 1393 */
1423
1424object * 1394object *
1425find_better_arrow (object *op, object *target, const char *type, int *better) 1395find_better_arrow (object *op, object *target, const char *type, int *better)
1426{ 1396{
1427 object *tmp = NULL, *arrow, *ntmp; 1397 object *tmp = NULL, *arrow, *ntmp;
1428 int attacknum, attacktype, betterby = 0, i; 1398 int attacknum, attacktype, betterby = 0, i;
1620 if (op->type == PLAYER) 1590 if (op->type == PLAYER)
1621 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race); 1591 new_draw_info_format (NDI_UNIQUE, 0, op, "You have no %s left.", &bow->race);
1622 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */ 1592 /* FLAG_READY_BOW will get reset if the monsters picks up some arrows */
1623 else 1593 else
1624 CLEAR_FLAG (op, FLAG_READY_BOW); 1594 CLEAR_FLAG (op, FLAG_READY_BOW);
1595
1625 return 0; 1596 return 0;
1626 } 1597 }
1627 } 1598 }
1628 1599
1629 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy); 1600 mflags = get_map_flags (op->map, &m, sx, sy, &sx, &sy);
1660 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed; 1631 op->speed_left = 0.01 - (float) FABS (op->speed) * 100 / bowspeed;
1661 op->update_stats (); 1632 op->update_stats ();
1662 } 1633 }
1663 1634
1664 SET_ANIMATION (arrow, arrow->direction); 1635 SET_ANIMATION (arrow, arrow->direction);
1636
1665 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */ 1637 arrow->stats.sp = arrow->stats.wc; /* save original wc and dam */
1666 arrow->stats.hp = arrow->stats.dam; 1638 arrow->stats.hp = arrow->stats.dam;
1667 arrow->stats.grace = arrow->attacktype; 1639 arrow->stats.grace = arrow->attacktype;
1640
1668 if (arrow->slaying != NULL) 1641 if (arrow->slaying)
1669 arrow->spellarg = strdup (arrow->slaying); 1642 arrow->spellarg = strdup (arrow->slaying);
1670 1643
1671 /* Note that this was different for monsters - they got their level 1644 arrow->stats.dam += op->stats.dam + arrow->magic;
1672 * added to the damage. I think the strength bonus is more proper.
1673 */
1674
1675 arrow->stats.dam += (QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 0 : dam_bonus[op->stats.Str]) + bow->stats.dam + bow->magic + arrow->magic;
1676 1645
1677 /* update the speed */ 1646 /* update the speed */
1678 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ? 1647 arrow->speed = (float) ((QUERY_FLAG (bow, FLAG_NO_STRENGTH) ?
1679 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0; 1648 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.0 + (float) bow->stats.dam / 7.0;
1680 1649
1681 arrow->set_speed (max (arrow->speed, 1.0)); 1650 arrow->set_speed (max (arrow->speed, 1.0));
1682 arrow->speed_left = 0; 1651 arrow->speed_left = 0;
1683 1652
1653 arrow->stats.wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1654
1684 if (op->type == PLAYER) 1655 if (op->type == PLAYER)
1685 { 1656 {
1686 arrow->stats.wc = 20 - bow->magic - arrow->magic -
1687 (op->chosen_skill ? op->chosen_skill->level : op->level) -
1688 dex_bonus[op->stats.Dex] - thaco_bonus[op->stats.Str] - arrow->stats.wc - bow->stats.wc + wc_mod;
1689
1690 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level; 1657 arrow->level = op->chosen_skill ? op->chosen_skill->level : op->level;
1658 arrow->stats.wc -= dex_bonus[op->stats.Dex];
1659
1660 if (!arrow->slaying)
1661 arrow->slaying = op->slaying;
1691 } 1662 }
1692 else 1663 else
1693 { 1664 {
1694 arrow->stats.wc = op->stats.wc - bow->magic - arrow->magic - arrow->stats.wc + wc_mod;
1695 arrow->level = op->level; 1665 arrow->level = op->level;
1696 } 1666 arrow->stats.wc -= bow->magic;
1697 1667
1698 if (arrow->attacktype == AT_PHYSICAL) 1668 if (!arrow->slaying)
1669 arrow->slaying = bow->slaying;
1670 }
1671
1672 arrow->stats.wc -= arrow->level;
1673
1699 arrow->attacktype |= bow->attacktype; 1674 arrow->attacktype |= bow->attacktype;
1700
1701 if (bow->slaying)
1702 arrow->slaying = bow->slaying;
1703 1675
1704 arrow->move_type = MOVE_FLY_LOW; 1676 arrow->move_type = MOVE_FLY_LOW;
1705 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1677 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1706 1678
1707 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW); 1679 play_sound_map (op->map, op->x, op->y, SOUND_FIRE_ARROW);
1860 case range_misc: 1832 case range_misc:
1861 fire_misc_object (op, dir); 1833 fire_misc_object (op, dir);
1862 return; 1834 return;
1863 1835
1864 case range_golem: /* Control summoned monsters from scrolls */ 1836 case range_golem: /* Control summoned monsters from scrolls */
1865 if (QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
1866 {
1867 op->contr->ranges[range_golem] = 0;
1868 op->contr->shoottype = range_none;
1869 }
1870 else
1871 control_golem (op->contr->ranges[range_golem], dir); 1837 control_golem (op->contr->ranges[range_golem], dir);
1872 return; 1838 return;
1873 1839
1874 case range_skill: 1840 case range_skill:
1875 if (!op->chosen_skill) 1841 if (!op->chosen_skill)
1876 { 1842 {
1877 if (op->type == PLAYER) 1843 if (op->type == PLAYER)
1878 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use."); 1844 new_draw_info (NDI_UNIQUE, 0, op, "You have no applicable skill to use.");
1845
1879 return; 1846 return;
1880 } 1847 }
1881 1848
1882 do_skill (op, op, op->chosen_skill, dir, NULL); 1849 do_skill (op, op, op->chosen_skill, dir, NULL);
1883 return; 1850 return;
1887 default: 1854 default:
1888 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type."); 1855 new_draw_info (NDI_UNIQUE, 0, op, "Illegal shoot type.");
1889 return; 1856 return;
1890 } 1857 }
1891} 1858}
1892
1893
1894 1859
1895/* find_key 1860/* find_key
1896 * We try to find a key for the door as passed. If we find a key 1861 * We try to find a key for the door as passed. If we find a key
1897 * and successfully use it, we return the key, otherwise NULL 1862 * and successfully use it, we return the key, otherwise NULL
1898 * This function merges both normal and locked door, since the logic 1863 * This function merges both normal and locked door, since the logic
1900 * pl is the player, 1865 * pl is the player,
1901 * inv is the objects inventory to searched 1866 * inv is the objects inventory to searched
1902 * door is the door we are trying to match against. 1867 * door is the door we are trying to match against.
1903 * This function can be called recursively to search containers. 1868 * This function can be called recursively to search containers.
1904 */ 1869 */
1905
1906object * 1870object *
1907find_key (object *pl, object *container, object *door) 1871find_key (object *pl, object *container, object *door)
1908{ 1872{
1909 object *tmp, *key; 1873 object *tmp, *key;
1910 1874
1911 /* Should not happen, but sanity checking is never bad */ 1875 /* Should not happen, but sanity checking is never bad */
1912 if (container->inv == NULL) 1876 if (!container->inv)
1913 return NULL; 1877 return 0;
1914 1878
1915 /* First, lets try to find a key in the top level inventory */ 1879 /* First, lets try to find a key in the top level inventory */
1916 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1880 for (tmp = container->inv; tmp; tmp = tmp->below)
1917 { 1881 {
1918 if (door->type == DOOR && tmp->type == KEY) 1882 if (door->type == DOOR && tmp->type == KEY)
1919 break; 1883 break;
1920 /* For sanity, we should really check door type, but other stuff 1884 /* For sanity, we should really check door type, but other stuff
1921 * (like containers) can be locked with special keys 1885 * (like containers) can be locked with special keys
1922 */ 1886 */
1923 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying) 1887 if (tmp->slaying && tmp->type == SPECIAL_KEY && tmp->slaying == door->slaying)
1924 break; 1888 break;
1925 } 1889 }
1890
1926 /* No key found - lets search inventories now */ 1891 /* No key found - lets search inventories now */
1927 /* If we find and use a key in an inventory, return at that time. 1892 /* If we find and use a key in an inventory, return at that time.
1928 * otherwise, if we search all the inventories and still don't find 1893 * otherwise, if we search all the inventories and still don't find
1929 * a key, return 1894 * a key, return
1930 */ 1895 */
1931 if (!tmp) 1896 if (!tmp)
1932 { 1897 {
1933 for (tmp = container->inv; tmp != NULL; tmp = tmp->below) 1898 for (tmp = container->inv; tmp; tmp = tmp->below)
1934 { 1899 {
1935 /* No reason to search empty containers */ 1900 /* No reason to search empty containers */
1936 if (tmp->type == CONTAINER && tmp->inv) 1901 if (tmp->type == CONTAINER && tmp->inv)
1937 { 1902 {
1938 if ((key = find_key (pl, tmp, door)) != NULL) 1903 if ((key = find_key (pl, tmp, door)))
1939 return key; 1904 return key;
1940 } 1905 }
1941 } 1906 }
1907
1942 if (!tmp) 1908 if (!tmp)
1943 return NULL; 1909 return NULL;
1944 } 1910 }
1911
1945 /* We get down here if we have found a key. Now if its in a container, 1912 /* We get down here if we have found a key. Now if its in a container,
1946 * see if we actually want to use it 1913 * see if we actually want to use it
1947 */ 1914 */
1948 if (pl != container) 1915 if (pl != container)
1949 { 1916 {
1970 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl, 1937 new_draw_info_format (NDI_UNIQUE | NDI_BROWN, 0, pl,
1971 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container)); 1938 "The %s in your %s vibrates as you approach the door", query_name (tmp), query_name (container));
1972 return NULL; 1939 return NULL;
1973 } 1940 }
1974 } 1941 }
1942
1975 return tmp; 1943 return tmp;
1976} 1944}
1977 1945
1978/* moved door processing out of move_player_attack. 1946/* moved door processing out of move_player_attack.
1979 * returns 1 if player has opened the door with a key 1947 * returns 1 if player has opened the door with a key
1997 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR); 1965 play_sound_map (op->map, op->x, op->y, SOUND_OPEN_DOOR);
1998 if (action_makes_visible (op)) 1966 if (action_makes_visible (op))
1999 make_visible (op); 1967 make_visible (op);
2000 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP)) 1968 if (door->inv && (door->inv->type == RUNE || door->inv->type == TRAP))
2001 spring_trap (door->inv, op); 1969 spring_trap (door->inv, op);
1970
2002 if (door->type == DOOR) 1971 if (door->type == DOOR)
2003 {
2004 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */ 1972 hit_player (door, 9998, op, AT_PHYSICAL, 1); /* Break through the door */
2005 }
2006 else if (door->type == LOCKED_DOOR) 1973 else if (door->type == LOCKED_DOOR)
2007 { 1974 {
2008 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key)); 1975 new_draw_info_format (NDI_UNIQUE, NDI_BROWN, op, "You open the door with the %s", query_short_name (key));
2009 remove_door2 (door); /* remove door without violence ;-) */ 1976 remove_door2 (door); /* remove door without violence ;-) */
2010 } 1977 }
1978
2011 /* Do this after we print the message */ 1979 /* Do this after we print the message */
2012 decrease_ob (key); /* Use up one of the keys */ 1980 decrease_ob (key); /* Use up one of the keys */
2013 /* Need to update the weight the container the key was in */ 1981 /* Need to update the weight the container the key was in */
2014 if (container != op) 1982 if (container != op)
2015 esrv_update_item (UPD_WEIGHT, op, container); 1983 esrv_update_item (UPD_WEIGHT, op, container);
1984
2016 return 1; /* Nothing more to do below */ 1985 return 1; /* Nothing more to do below */
2017 } 1986 }
2018 else if (door->type == LOCKED_DOOR) 1987 else if (door->type == LOCKED_DOOR)
2019 { 1988 {
2020 /* Might as well return now - no other way to open this */ 1989 /* Might as well return now - no other way to open this */
2021 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg); 1990 new_draw_info (NDI_UNIQUE | NDI_NAVY, 0, op, door->msg);
2022 return 1; 1991 return 1;
2023 } 1992 }
1993
2024 return 0; 1994 return 0;
2025} 1995}
2026 1996
2027/* This function is just part of a breakup from move_player. 1997/* This function is just part of a breakup from move_player.
2028 * It should keep the code cleaner. 1998 * It should keep the code cleaner.
2234 return 0; 2204 return 0;
2235 } 2205 }
2236 2206
2237 /* peterm: added following line */ 2207 /* peterm: added following line */
2238 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir) 2208 if (QUERY_FLAG (op, FLAG_CONFUSED) && dir)
2239 dir = absdir (dir + RANDOM () % 3 + RANDOM () % 3 - 2); 2209 dir = absdir (dir + rndm (3) + rndm (3) - 2);
2240 2210
2241 op->facing = dir; 2211 op->facing = dir;
2242 2212
2243 if (op->hide) 2213 if (op->hide)
2244 do_hidden_move (op); 2214 do_hidden_move (op);
2277 * Returns true if there are more actions we can do. 2247 * Returns true if there are more actions we can do.
2278 */ 2248 */
2279int 2249int
2280handle_newcs_player (object *op) 2250handle_newcs_player (object *op)
2281{ 2251{
2282 if (op->contr->hidden)
2283 {
2284 op->invisible = 1000;
2285 /* the socket code flashes the player visible/invisible
2286 * depending on the value of invisible, so we need to
2287 * alternate it here for it to work correctly.
2288 */
2289 if (pticks & 2)
2290 op->invisible--;
2291 }
2292 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2293 {
2294 op->invisible--;
2295 if (!op->invisible)
2296 {
2297 make_visible (op);
2298 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2299 }
2300 }
2301
2302 if (QUERY_FLAG (op, FLAG_SCARED)) 2252 if (QUERY_FLAG (op, FLAG_SCARED))
2303 { 2253 {
2304 flee_player (op); 2254 flee_player (op);
2305 /* If player is still scared, that is his action for this tick */ 2255 /* If player is still scared, that is his action for this tick */
2306 if (QUERY_FLAG (op, FLAG_SCARED)) 2256 if (QUERY_FLAG (op, FLAG_SCARED))
2307 { 2257 {
2308 op->speed_left--; 2258 op->speed_left--;
2309 return 0; 2259 return 0;
2310 } 2260 }
2311 } 2261 }
2312
2313 /* I've been seeing crashes where the golem has been destroyed, but
2314 * the player object still points to the defunct golem. The code that
2315 * destroys the golem looks correct, and it doesn't always happen, so
2316 * put this in a a workaround to clean up the golem pointer.
2317 */
2318 if (op->contr->ranges[range_golem] && QUERY_FLAG (op->contr->ranges[range_golem], FLAG_REMOVED))
2319 op->contr->ranges[range_golem] = 0;
2320 2262
2321 /* call this here - we also will call this in do_ericserver, but 2263 /* call this here - we also will call this in do_ericserver, but
2322 * the players time has been increased when doericserver has been 2264 * the players time has been increased when doericserver has been
2323 * called, so we recheck it here. 2265 * called, so we recheck it here.
2324 */ 2266 */
2385 * from. 2327 * from.
2386 */ 2328 */
2387void 2329void
2388remove_unpaid_objects (object *op, object *env) 2330remove_unpaid_objects (object *op, object *env)
2389{ 2331{
2390 object *next;
2391
2392 while (op) 2332 while (op)
2393 { 2333 {
2394 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */ 2334 object *next = op->below; /* Make sure we have a good value, in case we remove object 'op' */
2395 2335
2396 if (QUERY_FLAG (op, FLAG_UNPAID)) 2336 if (QUERY_FLAG (op, FLAG_UNPAID))
2462 int rate_grace = 2000; 2402 int rate_grace = 2000;
2463 const int max_hp = 1; 2403 const int max_hp = 1;
2464 const int max_sp = 1; 2404 const int max_sp = 1;
2465 const int max_grace = 1; 2405 const int max_grace = 1;
2466 2406
2467 if (op->contr->outputs_sync) 2407 if (op->contr->hidden)
2408 {
2409 op->invisible = 1000;
2410 /* the socket code flashes the player visible/invisible
2411 * depending on the value of invisible, so we need to
2412 * alternate it here for it to work correctly.
2413 */
2414 if (pticks & 2)
2415 op->invisible--;
2468 { 2416 }
2469 for (i = 0; i < NUM_OUTPUT_BUFS; i++) 2417 else if (op->invisible && !(QUERY_FLAG (op, FLAG_MAKE_INVIS)))
2470 if (op->contr->outputs[i].buf && (op->contr->outputs[i].first_update + op->contr->outputs_sync) < (uint16) pticks) 2418 {
2471 flush_output_element (op, &op->contr->outputs[i]); 2419 if (!op->invisible--)
2420 {
2421 make_visible (op);
2422 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2423 }
2472 } 2424 }
2473 2425
2474 if (op->contr->ns->state == ST_PLAYING) 2426 if (op->contr->ns->state == ST_PLAYING)
2475 { 2427 {
2476 /* these next three if clauses make it possible to SLOW DOWN 2428 /* these next three if clauses make it possible to SLOW DOWN
2498 gen_grace = op->stats.maxgrace; 2450 gen_grace = op->stats.maxgrace;
2499 rate_grace -= rate_grace / 2 * op->contr->gen_grace; 2451 rate_grace -= rate_grace / 2 * op->contr->gen_grace;
2500 } 2452 }
2501 2453
2502 /* Regenerate Spell Points */ 2454 /* Regenerate Spell Points */
2503 if (op->contr->ranges[range_golem] == NULL && --op->last_sp < 0) 2455 if (!op->contr->ranges[range_golem] && --op->last_sp < 0)
2504 { 2456 {
2505 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour); 2457 gen_sp = gen_sp * 10 / (op->contr->gen_sp_armour < 10 ? 10 : op->contr->gen_sp_armour);
2506 if (op->stats.sp < op->stats.maxsp) 2458 if (op->stats.sp < op->stats.maxsp)
2507 { 2459 {
2508 op->stats.sp++; 2460 op->stats.sp++;
2726 tmp->name = buf; 2678 tmp->name = buf;
2727 sprintf (buf, " This finger has been cut off %s\n" 2679 sprintf (buf, " This finger has been cut off %s\n"
2728 " the %s, when he was defeated at\n level %d by %s.\n", 2680 " the %s, when he was defeated at\n level %d by %s.\n",
2729 &op->name, op->contr->title, (int) (op->level), op->contr->killer); 2681 &op->name, op->contr->title, (int) (op->level), op->contr->killer);
2730 tmp->msg = buf; 2682 tmp->msg = buf;
2731 tmp->value = 0, tmp->material = 0, tmp->type = 0; 2683 tmp->value = 0, tmp->type = 0;
2732 tmp->materialname = NULL; 2684 tmp->materialname = "organics";
2733 tmp->insert_at (op, tmp); 2685 tmp->insert_at (op, tmp);
2734 } 2686 }
2735 2687
2736 /* teleport defeated player to new destination */ 2688 /* teleport defeated player to new destination */
2737 transfer_ob (op, x, y, 0, NULL); 2689 transfer_ob (op, x, y, 0, NULL);
2933 op->stats.hp = op->stats.maxhp; 2885 op->stats.hp = op->stats.maxhp;
2934 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp); 2886 op->stats.sp = MAX (op->stats.sp, op->stats.maxsp);
2935 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace); 2887 op->stats.grace = MAX (op->stats.grace, op->stats.maxgrace);
2936 2888
2937 /* 2889 /*
2938 * Check to see if the player is in a shop. IF so, then check to see if
2939 * the player has any unpaid items. If so, remove them and put them back 2890 * Check to see if the player has any unpaid items. If so, remove them
2940 * in the map. 2891 * and put them back in the map.
2941 */ 2892 */
2942
2943 if (is_in_shop (op))
2944 remove_unpaid_objects (op->inv, op); 2893 remove_unpaid_objects (op->inv, op);
2945 2894
2946 /****************************************/ 2895 /****************************************/
2947 /* */ 2896 /* */
2948 /* Move player to his current respawn- */ 2897 /* Move player to his current respawn- */
2949 /* position (usually last savebed) */ 2898 /* position (usually last savebed) */
2989void 2938void
2990loot_object (object *op) 2939loot_object (object *op)
2991{ /* Grab and destroy some treasure */ 2940{ /* Grab and destroy some treasure */
2992 object *tmp, *tmp2, *next; 2941 object *tmp, *tmp2, *next;
2993 2942
2994 if (op->container) 2943 op->close_container (); /* close open sack first */
2995 esrv_apply_container (op, op->container); /* close open sack first */
2996 2944
2997 for (tmp = op->inv; tmp; tmp = next) 2945 for (tmp = op->inv; tmp; tmp = next)
2998 { 2946 {
2999 next = tmp->below; 2947 next = tmp->below;
3000 2948
3001 if (tmp->invisible) 2949 if (tmp->invisible)
3002 continue; 2950 continue;
3003 2951
3004 tmp->remove (); 2952 tmp->remove ();
3005 tmp->x = op->x, tmp->y = op->y; 2953 tmp->x = op->x, tmp->y = op->y;
2954
3006 if (tmp->type == CONTAINER) 2955 if (tmp->type == CONTAINER)
3007 { /* empty container to ground */ 2956 loot_object (tmp); /* empty container to ground */
3008 loot_object (tmp); 2957
3009 }
3010 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(RANDOM () % 3))) 2958 if (!QUERY_FLAG (tmp, FLAG_UNIQUE) && (QUERY_FLAG (tmp, FLAG_STARTEQUIP) || QUERY_FLAG (tmp, FLAG_NO_DROP) || !(rndm (3))))
3011 { 2959 {
3012 if (tmp->nrof > 1) 2960 if (tmp->nrof > 1)
3013 { 2961 {
3014 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1)); 2962 tmp2 = get_split_ob (tmp, 1 + RANDOM () % (tmp->nrof - 1));
3015 tmp2->destroy (); 2963 tmp2->destroy ();
3026/* 2974/*
3027 * fix_weight(): Check recursively the weight of all players, and fix 2975 * fix_weight(): Check recursively the weight of all players, and fix
3028 * what needs to be fixed. Refresh windows and fix speed if anything 2976 * what needs to be fixed. Refresh windows and fix speed if anything
3029 * was changed. 2977 * was changed.
3030 */ 2978 */
3031
3032void 2979void
3033fix_weight (void) 2980fix_weight (void)
3034{ 2981{
3035 for_all_players (pl) 2982 for_all_players (pl)
3036 { 2983 {
3096 if (op->type == PLAYER) 3043 if (op->type == PLAYER)
3097 { 3044 {
3098 op->contr->tmp_invis = 0; 3045 op->contr->tmp_invis = 0;
3099 op->contr->invis_race = 0; 3046 op->contr->invis_race = 0;
3100 } 3047 }
3048
3101 update_object (op, UP_OBJ_FACE); 3049 update_object (op, UP_OBJ_CHANGE);
3102} 3050}
3103 3051
3104int 3052int
3105is_true_undead (object *op) 3053is_true_undead (object *op)
3106{ 3054{
3107 object *tmp = NULL;
3108
3109 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD)) 3055 if (QUERY_FLAG (&op->arch->clone, FLAG_UNDEAD))
3110 return 1; 3056 return 1;
3111 3057
3112 return 0; 3058 return 0;
3113} 3059}
3401 char buf[MAX_BUF]; /* tmp. string buffer */ 3347 char buf[MAX_BUF]; /* tmp. string buffer */
3402 int i = 0, j = 0; 3348 int i = 0, j = 0;
3403 3349
3404 /* get the appropriate treasurelist */ 3350 /* get the appropriate treasurelist */
3405 if (atnr == ATNR_FIRE) 3351 if (atnr == ATNR_FIRE)
3406 trlist = find_treasurelist ("dragon_ability_fire"); 3352 trlist = treasurelist::find ("dragon_ability_fire");
3407 else if (atnr == ATNR_COLD) 3353 else if (atnr == ATNR_COLD)
3408 trlist = find_treasurelist ("dragon_ability_cold"); 3354 trlist = treasurelist::find ("dragon_ability_cold");
3409 else if (atnr == ATNR_ELECTRICITY) 3355 else if (atnr == ATNR_ELECTRICITY)
3410 trlist = find_treasurelist ("dragon_ability_elec"); 3356 trlist = treasurelist::find ("dragon_ability_elec");
3411 else if (atnr == ATNR_POISON) 3357 else if (atnr == ATNR_POISON)
3412 trlist = find_treasurelist ("dragon_ability_poison"); 3358 trlist = treasurelist::find ("dragon_ability_poison");
3413 3359
3414 if (trlist == NULL || who->type != PLAYER) 3360 if (trlist == NULL || who->type != PLAYER)
3415 return; 3361 return;
3416 3362
3417 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++); 3363 for (i = 0, tr = trlist->items; tr != NULL && i < level - 1; tr = tr->next, i++);
3549 * not readied. 3495 * not readied.
3550 */ 3496 */
3551void 3497void
3552player_unready_range_ob (player *pl, object *ob) 3498player_unready_range_ob (player *pl, object *ob)
3553{ 3499{
3554 rangetype i;
3555
3556 for (i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1)) 3500 for (rangetype i = (rangetype) 0; i < range_size; i = (rangetype) ((int) i + 1))
3557 {
3558 if (pl->ranges[i] == ob) 3501 if (pl->ranges[i] == ob)
3559 { 3502 {
3560 pl->ranges[i] = NULL; 3503 pl->ranges[i] = 0;
3561 if (pl->shoottype == i) 3504 if (pl->shoottype == i)
3562 {
3563 pl->shoottype = range_none; 3505 pl->shoottype = range_none;
3564 }
3565 } 3506 }
3566 }
3567} 3507}
3508
3509sint8
3510player::visibility_at (maptile *map, int x, int y) const
3511{
3512 if (!ns)
3513 return 0;
3514
3515 int dx, dy;
3516 if (!adjacent_map (map, ns->current_map, &dx, &dy))
3517 return 0;
3518
3519 x += dx - ns->current_x + ns->mapx / 2;
3520 y += dy - ns->current_y + ns->mapy / 2;
3521
3522 if (!IN_RANGE_EXC (x, 0, ns->mapx) || !IN_RANGE_EXC (y, 0, ns->mapy))
3523 return 0;
3524
3525 return 100 - blocked_los [x][y];
3526}

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